Invisible wall that stops player but let pass portal shots
is there any function / option / flag which may enable to create an invisible wall that stops a player but enables portal shots to pass?
Reason: I have a little map with an outdoor maze (labyrinth). Currently players can leave that maze by just jumping over the low walls. I can not increase the high of those walls, because this would make that area become to dark and ruin the athmospher. Therefore i need to have an invisible wall on top, which shall stop the players to leave that area. But that wall shall stop only the player - neither portal shots nor physics.
See:
Any idea welcome. I did run queries and checked all func features on Valve's developer site, but found yet nothing nice.
oh and a quick tip: don't forget to add a hint brush 
Btw, AWESOME and so creative look!
Can't wait to test it out!
josepezdj wrote:
Tip: anyway, you should make sure that there's actually "something" that stops the player! otherwise it'll be kind of strange if the player simply can't go over the walls when he notices his jump is high enough to achieve it... What about some fences props? I think it matches with your map's style and they could also project some interesting shadows...Btw, AWESOME and so creative look!
Can't wait to test it out!
Yenwood wrote:
josepezdj wrote:Tip: anyway, you should make sure that there's actually "something" that stops the player! otherwise it'll be kind of strange if the player simply can't go over the walls when he notices his jump is high enough to achieve it... What about some fences props? I think it matches with your map's style and they could also project some interesting shadows...
Btw, AWESOME and so creative look!
Can't wait to test it out!
So... I'm assuming you don't think so...
portal2tenacious wrote:
Is there a file on the download before t he invisible wall? I would lobe to get up there and jump around, maybe even speedrun.
Well, I played the map before (s)he put up the invisible wall (if its even there yet) but I didn't know about that glitch at the time, heh.
That worked beautifully!